It’s the Culture: Paste Goes to the Tokyo Game Show
Last month I got on a plane and flew to Japan, which is not particularly close to Atlanta, the American city that I live in. I flew to Japan in search of videogames, an artform as inextricably linked with the country as Noh or sumo. I went in search of videogames, and yes, I found them. I found the videogames in Japan. They were exactly where I knew they’d be, a big convention hall called Makuhari Messe, where the Tokyo Game Show is held every year. I knew the videogames would be there because they don’t call it the Tokyo Game Show for nothing. What I didn’t know was the language or the alphabet or that my hotel was a good ninety minute train ride from anything of interest other than Makuhari Messe. I know how to plan things.
I also found them because videogames are everywhere in Japan. I couldn’t walk a block without seeing Yo-Kai Watch ads. Every convenience store (I went to a lot of convenience stores) had ads for games and kiosks where customers could order them. Every ad on every car on one specific subway train I got on was for Final Fantasy XV or its film spin-off. The commercials for Japan’s official tourism bureau were designed to look like levels from the original Super Mario Bros. It’s possible those last two were specifically targeted to the Tokyo Game Show, like how much of downtown Los Angeles’s outdoor ad space is taken over by videogame ads around the time of E3. But that doesn’t explain the kiosks at Lawson and 7-11, the game-related clothes and accessories I saw everywhere, the 3DS handhelds I saw on almost every train, or the gamer explosion that is Akihabara. In Japan videogames aren’t just a hobby or a pastime: they’re part of the culture. And for four days a year, the epicenter of that culture is the Tokyo Game Show.
Makuhari Messe is a series of massive silver buildings nestled near the bay in Chiba, a city just south of Tokyo. Its two main buildings are laid out like a giant T, but instead of connecting with each other they’re split up by a round, squat arena that resembles a giant robotic turtle. Nearby sits Chiba Marine Stadium, the home of the Chiba Lotte Marines baseball team, and beyond that Tokyo Bay. It’s not unusual for Americans to fetishize Tokyo as some kind of futuristic wonderland, perhaps because echoes of its architecture can be found in some of our most enduring science fiction films, but even those trying to avoid such easy comparisons will be hard-pressed to not think of massive crashed spaceships repurposed as exhibition halls for car shows and videogame conventions when looking at Makuhari Messe. Compared to the Brutalist industrial blight of most American convention centers, Makuhari Messe genuinely looks sleek and futuristic on the outside.
Inside, on the floor of Makuhari Messe, the Tokyo Game Show felt like any other big gaming convention. Crowds of people swarmed around booths that ranged from the elaborate to the spartan in hopes of getting their hands on games that wouldn’t be out for weeks or months yet, as companies went to varyingly desperate lengths to get as many of those people into their booths as possible. It had the same hyperstimulation, the same cacophony, the same circling of similar convention center halls, the same shuffling from one appointment to the next. The same waiting in line when an appointment wasn’t possible. The ground-level toil of videogame trade shows cross all national and cultural barriers.
When I was focused on the job it was easy to overlook that the din was in a language that I didn’t know, one different than what I’d hear at E3 or GDC. That the signs I passed were largely in an alphabet I couldn’t read, that the magazines and brochures I was handed and didn’t look at were almost completely illegible to me. It was easy to forget that I was in Japan. And then, when the day would end at 5 PM, a Muzak version of “Auld Lang Syne” would play over the convention center speakers, and three dozen Japanese women in matching uniforms would dance on a stage holding Playstation logos, and the cartoonish Power Pro baseball mascot would march by with the Chiba Lotte Marine and the Orix Buffalo and other Nippon Professional Baseball mascots, and I’d remember where I was.

I’d remember where I was when I saw small stations for mobile games with names like Hello! Farm Warrior and Cinderella Please Help!. I’d remember where I was when I walked past a woman with a blue wig and sparkly, anime-style dress passionately playing the violin over a prerecorded prog rock track at the Sony Xperia booth. I’d remember where I was whenever I came anywhere near the booth for Zombie Hunter School Girls, where demo stations were arranged to make it look like players were staring up the skirts of school girls, and which hosted periodic live stage shows consisting of a man in a suit and a woman in cosplay ripping school girl outfits off underwear models while an audience full of men roared like a sitcom laugh track.
Around the corner from that booth was a wrestling ring that featured matches from Dramatic Dream Team, the cult Japanese promotion best known in America for its ludicrous Ironman Heavymetalweight Championship, which has changed hands almost 1200 times over the last 16 years, and has been held at different points by a Dachshund, a glass of beer, three different ladders, and Vince McMahon’s star on the Hollywood Walk of Fame. The six-man tag match I watched featured one of DDT’s biggest stars, Yoshihiko, an inflatable sex doll that’s treated as a real wrestler by its opponents. Yoshihiko pulled off piledrivers and hurricanranas on his opponents, and even flew into the ring at the last second to break up a pinfall. Of course Yoshihiko got the pin at the end.

This glitz and showmanship was like a concentrated shot of Japanese pop culture, or at least the aspects of it that border and overlap with Japanese videogame culture. Japan didn’t invent the videogame, but it’s possible the medium never would’ve become as ubiquitous as it is if it wasn’t for early Japanese developers like Nintendo, Sega, Capcom, Konami, Taito and their peers. When the American games industry collapsed in the early 1980s, it was Japan that brought it back to life, shepherding it to previously unheard of success. And although the Japanese industry is in the midst of an extended decline, that history was palpable at TGS, from the merchandise festooned with classic characters and logos that could be bought at booths throughout the show, to the prominence of the latest versions of such long-running Japanese hits as Final Fantasy and Resident Evil.
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